Splits the former ESC_Runner and ESC_Level_Runner into multiple dedicated managers. Authored-by: Dennis Ploeger <develop@dieploegers.de>
356 lines
11 KiB
GDScript
356 lines
11 KiB
GDScript
extends Node
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# Scripts
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onready var main = $main
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onready var inputs_manager = $inputs_manager
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onready var utils = load("res://addons/escoria-core/game/core-scripts/utils/utils.gd").new()
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onready var save_data = load("res://addons/escoria-core/game/core-scripts/save_data/save_data.gd").new()
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# Logger used
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var logger: ESCLogger
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# The inventory manager instance
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var inventory_manager: ESCInventoryManager
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# The action manager instance
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var action_manager: ESCActionManager
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# ESC compiler instance
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var esc_compiler: ESCCompiler
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# ESC Event manager instance
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var event_manager: ESCEventManager
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# ESC globals registry instance
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var globals_manager: ESCGlobalsManager
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# ESC object manager instance
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var object_manager: ESCObjectManager
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# ESC command registry instance
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var command_registry: ESCCommandRegistry
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var resource_cache: ResourceCache
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# INSTANCES
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var main_menu_instance
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## Dialog player instantiator. This instance is called directly for dialogs.
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var dialog_player
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## Inventory scene
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var inventory
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# Game variables
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var room_terrain
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enum GAME_STATE {
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DEFAULT,
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DIALOG,
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WAIT
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}
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onready var current_state = GAME_STATE.DEFAULT
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onready var game_size = get_viewport().size
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# These are settings that the player can affect and save/load later
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var settings : Dictionary
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# These are default settings
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var settings_default : Dictionary = {
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# Text language
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"text_lang": ProjectSettings.get_setting("escoria/main/text_lang"),
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# Voice language
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"voice_lang": ProjectSettings.get_setting("escoria/main/voice_lang"),
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# Speech enabled
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"speech_enabled": ProjectSettings.get_setting("escoria/sound/speech_enabled"),
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# Master volume (max is 1.0)
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"master_volume": ProjectSettings.get_setting("escoria/sound/master_volume"),
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# Music volume (max is 1.0)
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"music_volume": ProjectSettings.get_setting("escoria/sound/music_volume"),
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# Sound effects volume (max is 1.0)
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"sfx_volume": ProjectSettings.get_setting("escoria/sound/sfx_volume"),
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# Voice volume (for speech only, max is 1.0)
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"voice_volume": ProjectSettings.get_setting("escoria/sound/speech_volume"),
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# Set fullscreen
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"fullscreen": false,
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# Allow dialog skipping
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"skip_dialog": true,
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# XXX: What is this? `achievements.gd` looks like iOS-only
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"rate_shown": false,
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}
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func _init():
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self.logger = ESCLogger.new()
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self.inventory_manager = ESCInventoryManager.new()
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self.action_manager = ESCActionManager.new()
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self.event_manager = ESCEventManager.new()
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self.globals_manager = ESCGlobalsManager.new()
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self.add_child(self.event_manager)
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self.object_manager = ESCObjectManager.new()
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self.command_registry = ESCCommandRegistry.new()
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self.esc_compiler = ESCCompiler.new()
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self.resource_cache = ResourceCache.new()
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self.resource_cache.start()
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func _ready():
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save_data.start()
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save_data.check_settings()
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var settings = save_data.load_settings(null)
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escoria.settings = parse_json(settings)
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escoria._on_settings_loaded(escoria.settings)
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##################################################################################
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# Called by Main menu "start new game"
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func new_game():
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var script = self.esc_compiler.load_esc_file(
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ProjectSettings.get_setting("escoria/main/game_start_script")
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)
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event_manager.queue_event(script.events["start"])
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var rc = yield(event_manager, "event_finished")
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while rc[1] != "start":
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rc = yield(event_manager, "event_finished")
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if rc[0] != ESCExecution.RC_OK:
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self.logger.report_errors(
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"Start event of the start script returned unsuccessful: %d" % rc[0],
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[]
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)
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return
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"""
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Generic action function that runs an action on an element of the room (eg player walk)
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action: type of the action ()
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"""
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func do(action : String, params : Array = []) -> void:
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if current_state == GAME_STATE.DEFAULT:
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match action:
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"walk":
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self.action_manager.clear_current_action()
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# Check moving object.
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if not self.object_manager.has(params[0]):
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self.logger.report_errors(
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"escoria.gd:do()",
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[
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"Walk action requested on inexisting object: %s "\
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% params[0]
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]
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)
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return
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var moving_obj = self.object_manager.get_object(params[0])\
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.node
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# Walk to Position2D.
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if params[1] is Vector2:
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var target_position = params[1]
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var is_fast : bool = false
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if params.size() > 2 and params[2] == true:
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is_fast = true
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var walk_context = {"fast": is_fast, "target": target_position}
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moving_obj.walk_to(target_position, walk_context)
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# Walk to object from its id
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elif params[1] is String:
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if not self.object_manager.has(params[1]):
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self.logger.report_errors(
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"escoria.gd:do()",
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[
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"Walk action requested TOWARDS " +\
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"inexisting object: %s" % params[1]
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]
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)
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return
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var object = self.object_manager.get_object(params[1])
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if object:
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var target_position : Vector2 = object.node.interact_position
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var is_fast : bool = false
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if params.size() > 2 and params[2] == true:
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is_fast = true
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var walk_context = {"fast": is_fast, "target_object" : object}
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moving_obj.walk_to(target_position, walk_context)
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"item_left_click":
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if params[0] is String:
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self.logger.info("escoria.do() : item_left_click on item ", [params[0]])
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var item = self.object_manager.get_object(params[0])
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ev_left_click_on_item(item, params[1])
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"item_right_click":
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if params[0] is String:
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self.logger.info("escoria.do() : item_right_click on item ", [params[0]])
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var item = self.object_manager.get_object(params[0])
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ev_left_click_on_item(item, params[1], true)
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"trigger_in":
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var trigger_id = params[0]
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var object_id = params[1]
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var trigger_in_verb = params[2]
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self.logger.info("escoria.do() : trigger_in " + trigger_id + " by " + object_id)
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self.event_manager.queue_event(
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object_manager.get_object(trigger_id).events[
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trigger_in_verb
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]
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)
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"trigger_out":
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var trigger_id = params[0]
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var object_id = params[1]
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var trigger_out_verb = params[2]
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self.logger.info("escoria.do() : trigger_out " + trigger_id + " by " + object_id)
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self.event_manager.queue_event(
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object_manager.get_object(trigger_id).events[
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trigger_out_verb
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]
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)
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_:
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self.logger.report_warnings("escoria.gd:do()",
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["Action received:", action, "with params ", params])
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elif current_state == GAME_STATE.WAIT:
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pass
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# PRIVATE
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func ev_left_click_on_item(obj, event, default_action = false):
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"""
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Event occurring when an object/item is left clicked
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obj : object that was left clicked
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event :
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"""
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if obj is String:
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obj = object_manager.get_object(obj)
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self.logger.info(obj.global_id + " left-clicked with event ", [event])
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var need_combine = false
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# Check if current_action and current_tool are already set
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if self.action_manager.current_action:
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if self.action_manager.current_tool:
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if self.action_manager.current_action in self.action_manager\
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.current_tool.node.combine_if_action_used_among:
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need_combine = true
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else:
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self.action_manager.current_tool = obj
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else:
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if default_action:
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if self.inventory_manager.inventory_has(obj.global_id):
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self.action_manager.current_action = \
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obj.node.default_action_inventory
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else:
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self.action_manager.current_action = \
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obj.node.default_action
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elif self.action_manager.current_action in \
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obj.node.combine_if_action_used_among:
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self.action_manager.current_tool = obj
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# Don't interact after player movement towards object (because object is inactive for example)
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var dont_interact = false
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var destination_position : Vector2 = main.current_scene.player.global_position
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# Create walk context
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var walk_context = {"fast": event.doubleclick, "target_object" : obj.node}
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# If object not in inventory, player walks towards it
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if not inventory_manager.inventory_has(obj.global_id):
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var clicked_object_has_interact_position = false
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if object_manager.get_object(obj.global_id).interactive:
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# if obj.interact_positions.default != null:
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# destination_position = obj.interact_positions.default#.global_position
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# clicked_object_has_interact_position = true
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# else:
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# destination_position = obj.position
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if obj.node.get_interact_position() != null:
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destination_position = obj.node.get_interact_position()
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clicked_object_has_interact_position = true
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else:
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destination_position = obj.node.position
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else:
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destination_position = event.position
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dont_interact = true
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# Use ESC for this?
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var is_already_walking = main.current_scene.player.walk_to(destination_position, walk_context)
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# Wait for the player to arrive before continuing with action.
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var context = yield(main.current_scene.player, "arrived")
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self.logger.info("Context arrived: ", [context])
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if context.has("target_object") and walk_context.has("target_object"):
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if (context.target_object.global_id != walk_context.target_object.global_id) \
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or (context.target_object.global_id == walk_context.target_object.global_id and is_already_walking):
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dont_interact = true
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elif context.has("target") and walk_context.has("target"):
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if (context.target.global_id != walk_context.target.global_id) \
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or (context.target.global_id == walk_context.target.global_id and is_already_walking):
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dont_interact = true
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# If no interaction should happen after player has arrived, leave immediately.
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if dont_interact:
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return
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var player_global_pos = main.current_scene.player.global_position
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var clicked_position = event.position
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# If player has arrived at the position he was supposed to reach so he can interact
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if player_global_pos == destination_position:
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# Manage exits
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if obj.node.is_exit and self.action_manager.current_action == "" \
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or self.action_manager.current_action == "walk":
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self.action_manager.activate("exit_scene", obj)
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else:
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# Manage movements towards object before activating it
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if self.action_manager.current_action == "" \
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or self.action_manager.current_action == "walk":
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if destination_position != clicked_position \
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and not inventory_manager.inventory_has(obj.global_id):
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self.action_manager.activate("arrived", obj)
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# Manage action on object
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elif self.action_manager.current_action != "" and \
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self.action_manager.current_action != "walk":
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# If apply_interact, perform combine between items
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if need_combine:
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self.action_manager.activate(
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self.action_manager.current_action,
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self.action_manager.current_tool,
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obj
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)
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else:
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self.action_manager.activate(
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self.action_manager.current_action,
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obj
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)
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# else:
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## escoria.fallback("")
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# pass
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func _on_settings_loaded(p_settings : Dictionary):
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escoria.logger.info("******* settings loaded", p_settings)
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if p_settings != null:
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settings = p_settings
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else:
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settings = {}
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for k in settings_default:
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if !(k in settings):
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settings[k] = settings_default[k]
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# TODO Apply globally
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# AudioServer.set_fx_global_volume_scale(settings.sfx_volume)
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear2db(settings.master_volume))
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("SFX"), linear2db(settings.sfx_volume))
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Music"), linear2db(settings.music_volume))
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TranslationServer.set_locale(settings.text_lang)
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# music_volume_changed()
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